Posts for Radiant


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Slowking wrote:
I mean you really have to know this game to even recognise that the credits have started when they are glitched. Casual viewers will be really confused why this TAS doesn't finish the game.
With a run as glitched like this, casual viewers will have no clue what is going on anyway, unless they're very familiar with the game or read the submission notes. That's part of the charm of a glitched run.
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I prefer the garbled ending, it's fitting for a glitch-heavy run.
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Around the 20-second mark you appear to exhale to the right which kills an enemy to your left... how's that work, another glitch?
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atro city wrote:
If Blaze grabs an enemy before her blitz is over, the sword doesn't lose energy.
Interesting. Is that something you can pull off reliably in normal gameplay, or does it require frame-level precision?
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Warp wrote:
I'm interested in an open question, and I like to talk about it. Is there something wrong in having enthusiasm about something?
No, but this thread is not a suitable place to discuss that, since your issue is not with this particular game or run, but with a broader issue than that.
Post subject: Re: SOR3 Difficulty
Experienced Forum User, Published Author, Player (26)
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Looks excellent! Question: how do you make the sword last so long (e.g. in the first stage)? I thought it would fall out of your hands after 3 or 4 attacks.
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slamo wrote:
Here's a full video of levels 0-9. With non-glitchy sound! Whoa! Link to video
This looks great!
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Nach wrote:
Regarding naming on the wiki page, I dislike the idea of using obscure acronyms. I mean "TTP"? Come on! (Yes, we all know that TTP stands for "The TTP Project".)
Yep. Also, "teal"? I thought it was more of an aquamarine :P
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Svimmer wrote:
Eye of the Beholder
Yes! And you can sequence break past 3/4ths of the game if you know where to go; unlike its sequel and LOL, this game is very non-linear.
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BrotherMojo wrote:
The sound seems off... only a few things seem to be making noise, when a lot more things should be. Compare to this video:
As I recall, the way this game worked is that when (X) sound effects are already playing, the (X+1)th is skipped since there is no "slot" free. Or perhaps that was only on certain types of sound cards :)
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Svimmer wrote:
By the way, I'm not sure what is more standard in coordinate systems, I was thinking of the screen as having the origin on the bottom left (like the Cartesian plane), but the principle is the same if you place it on top left. And yes I meant using negative numbers as a short hand.
Mathematicians place (0,0) on the bottom left, computer programmers place it on the top left. On every system I can think of, the top left pixel on a screen is also (0,0). I'm surprised that a game like this uses floating point numbers in the first place; I don't see how they would be necessary anywhere.
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Svimmer wrote:
Firstly, I'd like to suggest using coordinates like these when discussing the levels: (x,y) where either can be negative to indicate starting counting from the right edge / top of the screen.
I don't understand your coordinate system. I would expect (0,0) to be the top left corner of the screen, and both coordinates go up from there. Lower right corner would then be (25,15).
Experienced Forum User, Published Author, Player (26)
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It would feel more like a 100% run if you did it without those random powerups, anyway. The levels are clearly designed to be played without them.
Experienced Forum User, Published Author, Player (26)
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This looks really cool! ...but I do request an annotated video of the completed project, because most of the time I have no idea what the heck is going on in the game :)
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It's a good idea, but compared to Family Feud and Brain Age this game is just too slow-paced.
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Abobo's Big Adventure would be fun to see, and I think that TAS people would enjoy playing it too!
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Impressive!
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Masterjun wrote:
Radiant wrote:
Perhaps this debate can be resolved with an additional tag for movies like this, e.g. "requires non-standard controller"?
have fun searching for <+> or ^+v in every movie to add that tag
I thought we already had that? For instance this submission uses it.
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Perhaps this debate can be resolved with an additional tag for movies like this, e.g. "requires non-standard controller"? This would be similar to "uses memory corruption" and other tags.
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Svimmer wrote:
Why does the game reserve a whole word for representing those things? It seems to me 2 bytes would be enough.
Because it was written for a 16-bit system, so working with 16-bit variables is fastest. This is more of a bottleneck than memory constraints.
Experienced Forum User, Published Author, Player (26)
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I love runs like this that do seemingly-random stuff and then suddenly you're at the end game. Thumbs up!
Post subject: Re: Movie published
Experienced Forum User, Published Author, Player (26)
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I don't understand how a video with as few as eight votes (three of which are "no") gets into moon tier, when other movies with imilar votes end up in the vault, and movies like this get vaulted with fifteen yes votes.
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feos wrote:
Much more action, and it represents the true nature of this game :)
I agree, your suggestion shows a trick that's near-impossible to pull off normally. The current shot is just not very interesting.
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Looks good (and yes vote) but I don't get it. Why do you evert to 6-7 at the end? What happens in level 7 where you're at 7-7 throughout and suddenly you end up in 7-8 even though there's no eversion point nearby? And what's with all the going back and forth in level 8? Please enlighten me!
Post subject: Re: Supaplex
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Oooh, I totally want to see this! ...you do know there's 111 levels, yes? This will keep you busy for awhile. But Supaplex is one of the best games in its genre!